We continue to improve the overall usability and player experience with Ground Branch. Online stability has been greatly improved as we are now starting to refine the gamemode systems that will allow us to polish up existing gamemodes and more rapidly introduce new ones to try. As with the previous public build, the overall Ground Branch experience continues to improve greatly.

Build Version 1018

Build 123007

Engine:4.16.2-0+UE4

Approximate Update size: 2.7GB

Steam build Id: 1998226

Dedicated Server Steam build Id: 1998230

Approximate Update size: 102MB

Known Issues

EVERYTHING is still a work in progress

Some users with lower end systems may experience a crash with trying to load Tanker Ship maps. This is due to the time it takes to load certain resources for the map… The game times out while waiting. The map has been optimized and is better for more users, but a final fix is still being investigated

Vote options may not work after first completed vote in MP session

Weapon sounds from ready room can be heard in play area on some maps

Team spawns on power station do no work reliably all the time

Ready room chat doesn’t work on team game modes

Insertion points don’t always appear on insertion map in some game modes

We have officially moved Ground Branch to version 4.16.2 version of Unreal Engine.

Check out the full engine release notes here:

https://www.unrealengine.com/en-US/blog/unreal-engine-4-16-released

As with all new engine updates we take on, we will be utilizing various new features and updates as we go and the game will see various graphics, feature and performance improvements.GENERAL CHANGES

Stability/Performance

Lots more work has gone into online stability and smoother integration with Steam and the online experience is much better than. We will continue to add Steam features as we go.

Online Connectivity

To get better integration with Steam, we switched to using a third party plugin over the default UE4 implementation. We have found it to be both easier to use and more powerful, giving us direct access to the Steam API with out the need to go through UE4’s Online Subsystem. The result is a much faster and smoother server browser, better servers listings and an easier time connecting.

We hope to leverage more of the Steam API in future (such as Steam Workshop integration), but for now are quite happy with the progress we’ve made.

New Map

A new map that is in progress and accessible from the Training gametype is Storage Facility.

Still very much under development, this map consists of an external central area accessible by boat, helo or on foot from the mountain ridge above that runs into an underground hollowed out mountain storage area. It will serve well for various game types including Terrorist Hunt, Team Elimination, Coop mission and others.

Training changes

The TimeRun game type has been rolled into Training. So it is no longer accessible from the GameType dropdown. Simply select Training and then the map you would like to run. If TimeRun is available then it will show in the map list. The process of setting up targets has also been streamlined and consolidated onto one in game screen, along with the reintroduction of the countdown timer at start.

There has been a simple breaching area setup on the Shooting Range map to allow testing/use of breaching items. We will add the ability to reset and/or change door type on the fly soon.

Ready Room

The ready Room has gone through some changes in the hopes of streamlining the experience. The Operations room has been moved adjacent to the Team Room and is now used to choose insertion areas when entering maps. We are investigating adding more functionality to the room as well.

Based on user feedback, a small shooting range was added off of the Team Room to allow players to easily test out weapon configurations before starting a match. Weapons can only be fired while in the range and only while facing downrange and bullets have no effect on other players. You must also manually equip your weapon upon entering the range by hitting either 1 or 2 (default weapon selection keys).

Insertions

The start of our insertion feature is now in Ground Branch. Be aware, that it is still very much a work in progress with the main point for this build being initial functionality. As noted above, the Operations room now includes the insertion screen where players will choose where they would like to insert (spawn) into the map.

Possible insertion areas are defined by game type and will show on the map accordingly. Players choose a point and when ready anyone can tell the match/mission to start. It can also be canceled mid countdown if needed. In TvT games, you will see when the other team is ready, but obviously not their insertion options. Multiple areas are available in all game types so players can chose to stay together or split into smaller fireteams.

As this feature gets refined, we will add in actual insertion actions for most game types. While the insertion “ride” is not a main focus of the game, they will consist of a short ride along with possible enemy engagement experiences during that time period. For now though, players will simply spawn at the chosen area.

A.I.

The Power Station map has been added into the Terrorist Hunt game type. It is an initial version that we are using to further refine how the AI works and utilizes it’s environment. So as with all maps, there will be times and places that the AI may not work or react as expected. Rest assured, the AI system is in good hands and will show continual advancement as development goes on.

Spectating

Spectating in online play is now streamlined and works correctly. At the moment, spectators can choose to follow any player in the game regardless of team. We will continue to refine this feature to allow for more strict rules on who gets to follow who and in what circumstances.

Bug Tracker

The in game Bug Tracker has been enhanced to allow attachment of log files and screenshots. We highly encourage people to use this feature to help us make Ground Branch the best it can be.

Weapons

The M4 and M1911 models were updated and a new pistol, the P250 was added.

Leaning

We are testing out a new lean revision with a slight view rotation, but while still keeping your weapon level and on target, along with some more intuitive icons. So far it has been well recieved during tests and as with any HUD item, it can be turned on/off in the settings menu.

Testing Builds

Up to this point we have been running testing builds in a closed group of those that decided to financially support development early on with purchasing the Ground Branch Operator Edition. Since we are a very small team it is difficult for us to thoroughly test builds of the game so having a group of players to help goes a long way. We have decided to open up the Testing branch to anyone that owns Ground Branch and decides they want to Opt-In. Please be aware that features will be broken and there are times entire builds are broke as it is simply impossible for us to test everything before making the testing builds available.

A new sub forum has been opened for the announcement and discussion of testing builds as they happen.

Please be aware that testing builds are not compatible with release builds so you will not be able to join a release server with a testing client and vice versa. You will also only be able to have one or the other viable to play at any one time. You can easily turn your Testing opt-in on/off but Steam will update the game install accordingly.

There has been so much work done since the last public build, I’m sure some things got missed in this post. So what better way to find them than to play Ground Branch. Enjoy the game, discuss in the forums and provide feedback and where we are headed and spread the word.

* updated AGBAISPawnManager::CreateCharacter() to stop VS complaint
* Cleaned up some lightmap UVs and settings on Power Station meshes
* Lighting work on Power Station map

* updated server browser to automatically refresh if no servers are currently listed.
* enabled joining a server by double-clicking it
* updated WBP_Settings_Video so it will add current resolution to resolution combo box even if it fails to get additional resolutions.

* updated version to 1018
* updated GBSession
– removed session interface calls (for now)
– renamed UpdateSession() to UpdateServerDetails() and updated body.
NOTE: This fixes map name not updating.
* updated GBPlayerState to register/unregister player with Steam.
NOTE: This DOES NOT fix the player counts not being updated, as apparently we need to release officially before that happens.

* added bAllowPlayerSelectionInsetion variable to GBGameMode & GBGameState
* added replicated InsertionPoint variable to GBPlayerState
* updated GBPlayerStartManager::GetGroupPlayerStarts() to change second option from update collision to skip collision updated
* created UGBFunctionLibrary::NameToDisplayString() to split FNames into nicer display strings based on position of captial letters.
* updated GBRoundManager
– added checks to take ready status & insertion point into account
– changed end round stage checks to pause if single player and in progress ends.
– FIXED round time elapsed message not being broadcast
– added 1 second delay before preround freeze to allow for transition effects to be sent to clients.
* created BP_Trigger_InsertionSelectionArea to ensure random insertion point is selected if none specified.
* created BP_Trigger_InsertionPoint to allow for specific insertion point to be selected.
* created BP_InsertionPoint_StaticMesh & BP_InsertionPoint_Text for use in displaying where BP_Trigger_InsertionPoint’s are and suggest their location in the play area.
* updated WBP_RoundStage to not show the next round time when it has expired.
* updated BP_RoundStage
– will now add transition effect for PreRoundFreeze if none exists
– added 1 second delay before showing round stage to ensure time is set.
* updated BP_TerroristHunt_PlayerStartManager to choose player start based on selected insertion point.
* updated ReadyRoom_Single_BFS
– added insertion point selection area.
* updated Depot_All
– added TerroristHunt tag to additional player starts to make them into insertion points
– shifted Train Bridge player starts slightly to hide them from AI on spawn
– hid night lighting scenario by default
* updated SmallTown
– added TerroristHunt tag to additional player starts to make them into insertion points
* updated BP_TerroristHunt to display UI when the time runs out.
* updated WBP_DeathOptions to add Retry option

* Set textures to use lower LOD bias so we aren’t loading 4096 textures.
– Will help memory load on lower end systems

* created GBSoundNodeLocalPlayer
– originally based off one supplied by Tom Looman, thoug modified to use view target instead of IsLocalPlayer().
* updated characters sounds to use GBSoundNodeLocalPlayer
– stereo sounds for local player with no attenuation
– mono sounds for remote players with attenuation
– replaced gear movements loops with a gear walk/jog cue that is played with each footstep
– replaced breathe loops with breath cue
– time between breathes depends on how stamina level
– volume of sounds depends on stamina level

* added NotifyTakeHit() & OnPlayerControllerNotifyTakeHit delegate to GBPlayerController
– NotifyTakeHit() is called by GBCharacter when LastHitInfo is replicated.
* created WBP_TakeHit_Overlay
– binds to OnPlayerControllerNotifyTakeHit
– shows rough direction a hit came from, including up & down
* created WBP_BulletWarn_Overlay
– binds to OnPlayerControllerBulletWarn
– shows where a bullet passed the player, including up & down
* updated WBP_DeathOptions to ensure round is reset when returning to Ready Room in single player.

* renamed inventory physics assets from PA_ to PHYS_ to match up with naming convention

* Cleaned up some lightmap UVs on meshes used in TargetTest Map
* updated UGBPlayerSettings::UpdateCachedHorizontalFOV() to ensure it only tries
calculate horizontal FOV values if there is a player controller with player camera manager

* Small adjustment to MP5 Navy material to get more contrast in roughness

* removed current stubbs/debug messages from C++/BP
* BP_Firearm_Master to call SetupSafetyAlpha? event as required.
* created SwitchByBurstCount to BPML_Firearm_Master
* udpated all firearm Blueprints to use new event & macro
* tweaked position of most sight and front sight components.
* updated PHYS_M4 due to mesh change
* added TerroristHunt, TeamElimination & Deathmatch player starts to Powerstation

* Added in dots to M1911 sights

* updated BP_ImpromptuLadder_BFS
– disable auto-mount triggers – must manually mount all ladders from this point on.
– adjust size and placement of top auto-mount trigger and made it interactive.
– fixed outline not showing up on mouse over.
– added check to (try and) prevent mounting ladder from way off to side.
* updated AGBPlayerController::UpdateRotation() to base yaw rotation on ladder while mounting or climbing ladder.

* updated bug reporter
– defaults to inbox – no need for people to specific category or label.
– includes screenshots from Steam install location.
– added note not including in-use log
– fixed member declaration in RBTrelloPlugin.h

* moved all events from existing headers to /Public/Events/<NameOfEvent>.h
* replaced various game mode delegates with events.
– See PlayerLoginEvent.h, PlayerLogoutEvent.h etc.
* removed need for loading screen to wait for player input before fading away.
* added check to prevent decoding kit strings for an owner/character that is marked pending kill.

* Cleaned up doors in PowerStation due to door BP changes
* Set proper physical materials on Marketplace assets used in StorageFacility map
* Finished roughing out and did some quick optimization of Marketplace content for StorageFacility map

* slight tweaks/clean to EventManager
* created BP_Training_PlayerStartManager
* updated GBGameMode
– set default PlayerStartManagerClass to BP_Training_PlayerStartManager
– added NoClear meta data to PlayerStartManagerClass property declaration
Ensures it will always be set.
* removed unnessary default class checks from GBGameMode, GBAISpawnManager & GBRoundManager
* updated WBP_SeamlessTravelScreen to auto-fade on completion.
* figured out how to get ragdoll to replicate in a similar way to UT4
– rough as right now, but has potential.
* updated BP_Door_Swinging
– made MaxYaw consistant throughout its usage
– added PreviewYaw to view what a door would look like with worry about it affecting final door.

* set BP_Door_Swinging default meshes from Industrial to Office
– had to update warehouse doors on Depot due to this change.
* changed S_DoorHandle_XXX materials to actual door handle material

* replaced GENERATED_USTRUCT_BODY with GENERATED_BODY on all C++ GB related structs.
* optimised and streamline round handling
– renamed Intialising to Initialising
– remove ready up & warmup
– added WaitingForReady & ReadyCountdown
– round must now be manually started by a player
* created GBInsertionPoint
– base class for current and future insertion points
– placed in map like other actor.
– replicated currently assigned team
– created BP_InserionPoint that works with current player starts
* created BP_MinimapOrigin
– must be placed roughly in the playable area of the map.
– playable area defined top left & bottom right points (view in editor from top, move into place).
– shows bounds.
– automatically determines correct center.
– used to generate a 2048×2048 res image of the map for using as a minimap.
– includes ability to preview what it will look like before generating it.
* created BP_BriefingRoomMinimap
– displays map with insertion points based on placement of BP_MinimapOrigin & GBInsertionPoints
– insertion points display insertion point name & number of players assigned to it.
– player clicks on insertion point to select it.
– players that have not yet picked an insertion point are listed.
– one a player has selected an insertion point, they can click ‘begin’ to start the round
* increased interaction distance while in RR to make it easy to work with widgets in RR while people are crowding around them.
e.g. everyone selecting an insertion point on the minimap.
* created GBTeamFunctionLibrary
– moved much of the team related functions from GBTeamInfo, GBGameState etc to here.
* updated GBGameState
– moved significant amount of GBGameMode functionality to here to enable the same checks to worth on server or client.
– added bCooperative for games in which all players should work together.
– added NumTeams for non-coop games (a value of less then 2 indicates a deathmatch style game).
– added TeamNames to control which item profiles are used for each team that is added.
– added FGameStateInitEvent – a delayed event that is only fired only once teams & round state exist
– changed GetSortedPlayerList() return type from bool to TArray<AGBPlayerState*> to allow default params to be correctly set.
– ported over item validation from GBTeamInfo to make it not reliant on teams.
— added support for a coop and bad guy profile
– split AllowedToEnterPlayArea into CanEnterPlay() & CanRestart()
— CanEnterPlay() determines if a player can enter play for the first time.
— CanRestart() determines if a player can re-enter after leaving it.
* updated GBGameMode
– moved all checks for a new player having their appearance & loadouts syncs from GBPlayerController to AGBGameMode::HandleStartingNewPlayer_Implementation().
– added GetPlayerStartManager().
– added support for letting insertion points handle the spawn location & rotation of players sent to play area.
– moved living/dead chat handling from GBPlayerController to AGBGameMode::Broadcast().
* updated GBFunctionLibrary
– updated CaptureComponent2D_SaveImage() to fix path issue & ignore image format.
– removed team related functions
– removed WaitForXXXState functions.
* updated GBDroppedItem
– enabled CCD on physics body
– increased time between valid impacts to 0.1 seconds.
– improved the way physics is first enabled on client.
* updated GBBotManager
– bots are now added/removed via a timer
– random team selection was fixed.
* updated GBPlayerState
– created IsLocal() to check for if owner is local player controller for use with multiple internal functions
– changed bIsReady to bIsPrepped and updated related functions.
– replaced existing Blueprint events and delegates with managed events.
– changed insertion point replication from FName to GBInsertionPoint
– replaced HasInsertionPoint() with GetInsertionPoint().
– added ServerSetInsertionPoint() RPC.
– added FPlayerStateInitEvent – a delayed event fired shortly after begin play.
– removed EnteredReadyRoom() & LeftReadyRoom() and moved their functionality to GBGameMode.
* added “toplayarea” server command to allow player to be brought into game after it starts.
* added “resurrect” server command to allow player to be brought back to life after dying in game.
* changed “changeteam” server command to “setteam”.
* updated GBRoundState to stop calling RoundManager->RoundTimerChecks() if the rount time is zero.
* created ASquadActor::GetSquadMemberControllers()

* Cleaned up doors in PowerStation due to door BP changes
* Set proper physical materials on Marketplace assets used in StorageFacility map
* Finished roughing out and did some quick optimization of Marketplace content for StorageFacility map

* Lots of memory optimizations on TankeShip
– Set Mip Bias on a lot of textures to reduce loaded size
– Set Skylight to Stationary instead of Mobile
– Reduced lightmap size on a lot of meshes
– Removed a few RefMap references that were being used but not needed

* Reworked a few area of TankerShip in hopes of better optimization and gameplay flow
– Removed lower deck entrances
– Removed a couple of random small rooms that didn’t serve much purpose

* changed AGBGameMode::SendToPlayArea() from a void to a bool
– will only return true if sending player succeeded.
– updated affected C++ & Blueprints
* moved insertion point handling from GBGameMode to GBPlayerStartManager
* updated BP_Minimap_Origin
– added option to rotate map from North/South to East/West orientation
– added options to show top down and/or side on view of a map as the base for the minimap image.
* added bTopView, bSideView & InfoOffset variables to GBInsertionPoint
* added MF_GradientRemap created by J.H Grave ( http://portfolio.jhgrace.com/ )
* added TeamId to BP_BriefingRoomDisplay
* updated WBP_InsertionPoint
– added support for East/West & side on views.
– added check to change alignment of info based on info offset.
* updated WBP_InsertionPoint_Name to change it into a button.
– allows you to click on the inestion point or the name to select an insertion point.
* created WBP_InsertionPointLine to render line from insertion point to its information if they do not share th e same on screen position.
* created minimaps for most maps.
* added insertion points to most maps.

* added simple penetration check to GBDroppedItem physics collision.
* updated BP_BriefingRoomDisplay to add GetTeamId()
– will return 255 in coop, otherwise, actual team Id.
* updated WBP_TeamElimination_BriefRoom
– gets proper team id from BP_BriefingRoomDisplay
– enables/disables button based on both team status
* created BP_Trigger_ShootingRangeSafeDirection
– used in RR shooting range
– allows item usage only in safe direction.
– lowers weapon in unsafe direction
– added them to ReadyRoom_EA_BFS
* updated GBPlayerController
– replaced IsShootingAllowed(), IsGameInputIgnore() & IsAllowToUseItems() with single IsItemUsageIgnored().
– swapped usage of IsGameInputIgnore() on movement functions with !IsMoveIngputIgnored().
– changed method used to prevent movement at start of round from SetGameInputIgnored() to the timer used for IsFrozen().
* cleaned out stubs from a few new blueprints.

* Switched ReadyRoomStreamer to use new RR maps
* Added some rock formations and collision volumes to Storage Facility
* Cleaned up some geometry and lighting issues on new RR maps

* updated GBInsertionPoint
– changed GetInfoOffset() to GetInfoLocation() that returns world location.
– renamed MaxCount to MaxSupportedPlayers to make it clearer as to what it does.
– removed ability to set MaxSupportedPlayers in map instance.
– created SetMaxSupportedPlayers() to allow it to be set during Blueprint construction/runtime.
* updated BP_InsertionPoint
– removed need for matching GBPlayerStarts
– tries to keep itself off the ground when placed.
– created point generation function
— can control generation (somewhat) using instance parameters row and spacing
— will automatically trace against the ground using generous capulse radius and height.
— can manually move points if auto-generated position is not to your liking.
* replaced all BP_InsertionPoint / GBPlayerStart combinations in all maps.
* updated StorageFacility.
– added additional insertion points at tunnel entrance & underground.
– added BP_ReadyRoomStreamer below main area of map.
– added missing BP_Minimap_Origin
– recreated minimap texture.

* Cleaned out some more reflection capture spheres from TankerShip and built lighting
* Cleaned up some lighting issues in new RR maps
* Added blocking volume in RR range areas to prevent people from walking downrange
* Removed some lights from TankerShip

* Added in new TireStack mesh for use in training maps
* Reworked new breaching area a bit in ShootingRange map
* New breaching charge particle effect and detonation sound
* Made new red material for minimap origin BP
– No longer uses or complains about editor material

* updated ReadyRoom_Single_EA_BFS to make team id 255 on BP_BriefingRoom (just in case it annoys packaging).
* changed fixed stubbs in GBPlayerStartManager to optional logged ones.
* updated BP_Trigger_ReadyRoom_Master
– no longer precaches line check origin or direction due to packaging breaking it (damn you packaging!)
– build new version of player validation macro.
– created IsPositiveExit function.
– only binds trigger overlap at runtime, based on netmode & trigger settings.
— these are separated into BindServerOnly, BindClientOnly and a BindServerAndClient for standalone/listen servers.
* updated StroageFacility world settings to add TeamElimination tag.
* updated DedicatedServer.bat
– attempts to find correct .exe by itself.
– automatically restarts when using packaged build.
– options are located at top of bat file for easy editing.
– updated list of maps to include supported game modes.
– uppdated round time options to match latest iterations.
– added information on how to use a maplist.

* Turned off or removed sounds from RR as people were complaining about them 🙂
* Changed “Bravo” to “Team Room” on team room sign in single RR map
* removed references to missing meshes from BP_DestructibleWindowPane_Master

* removed added rotation on firearm in animation blueprint while leaning.
* added view roll in GBPlayerCameraManager while leaning.
* added shadow to interaction cursor in WBP_HUD.
* changed colour of insertion points & insertion point lines to make the more visible on drone style briefing room maps.
* disabled BP_PlayArea_Door since people must use button to enter the game anyway.
* updated GBInsertionPoint to ignore non-prepped players when returning list of players that have it selected.
* changed briefing room Begin button into a Begin / Cancel button for Terrorst Hunt GameMode.

* Set r.GenerateLandscapeGIData to False (Wasn’t using it and took up some memory and slowed editor down when editor terrain)
* Added in some rock assets pruchased from an online retailer
* Refined the exterior and entry tunnel of Storage facility map and started some detailing
* Set missing terrain physical materials on PwerStation
– Should get correct footsteps on terrain now

* Updated M4 model and textures
* Exposed some camera settings to be editable for easier testing. Makes it easier to make adjustments per map as well.

* created RBEventSubsystem
– had modified the original EventSubsystem so much there was little left of it that was original anyway.
– is UObject based rather then FStruct based, allowing it to function correctly with Blueprints.
– in C++, uses simple ADDLISTENER & REMOVELISTENER macros.
– replaced usage of EventSubsystem with RBEventSubsystem
— find and replace with some tweaking. Little teedious, but easy.
* removed WBP_Death_Overlay from WBP_HUD
* updated WBP_HUD to add WBP_Death_Overlay using CharacterDiedEvent
– Should fix death overlay appearing at incorrect times, since it is only created as required rather then waiting for the player controllers ‘inactive’ state to happen.
* updated WBP_Death_Overlay to only take focus if the WBP_InGameMenuManager is not visible.
* updated WBP_InGameMenuManager
– will stay above WBP_Death_Overlay
– will give WBP_Death_Overlay focus if it closes
* updated GBPlayerController
– removed old menu functions & Blueprint events.
– creadted ToggleInGameMenu() exec and ToggleInGameMenuEvent().
– ToggleMenu is now know as ToggleInGameMenu! May need to rebind the key!
NOTE: had to update WBP_MenuScreen_Master due to these and other changes, which meant resaving its children.

* Minor adjustments to PowerStation Night lighting
– Turned off directional light so there aren’t any hard environment shadows
– Upped the ambient brightness a bit
– Lowered the eye adaptation threshold so it doesn’t have such drastic changes
– Added soem more lighting to courtyard area
* removed stubbs from GBTeamFunctionLibrary
* updated GBServerManagerment
– split off all server access commands into their onwn functions.
– made resurrect give the newly alive player 10 seconds of immunity to damage.
– made toplayarea prep & auto-select an insertion point if player does not have one, thensend them in.
* created FindPlayerStateByPlayerNameOrUniqueId() & FindPlayerControllerByPlayerNameOrUniqueId() functions in GBGameplayStatics class.
* slightly optimised various float values by replacing * -1 with 0 – value.
* added ReadyRoomChat as a chat type for people in the chat room.
* added Event chat type to display generic event messages as centered messages.
* simplified team living check in GBRoundManager
* updated GBPlayerController
– moved SetInsertionPoint() from GBPlayerState to here.
– created GameCommad() Server RPC
— fires off newly created “GameCommandEvent”, removing need for replication proxies.
— updated affected C++ & Blueprints.
– created ClietnCallEvent() to replicated an event from the server to the client ?? (UNTESTED)
* updated where some OnRep_XXX calls are made in GBPlayerState.
* updated team elimination flow
– begin button is now declare ready/not ready.
– ready button is only enabled if everyone on a team has an insertion point.
– round count down will start when both teams declare ready.
– round count down will stop either team declares not ready.
– round count down will stop if player becomes prepped/unprepped during it.
– ready status of both teams shown as thumbs up or thumbs down (for now).
* updated terrorist hunt flow.
– begin button is now declare ready/not ready.
– ready button is only enabled if everyone has an insertion point.
– round count down will start when players declare ready.
– round count down will stop either players declares not ready.
– round count down will stop if player becomes prepped/unprepped during it.
– ready status shown as thumbs up or thumbs down (for now).
– players are shown as waiting if they are prepped without an insertion point
or have an insertion point but are not prepped.
– players wtih both are shown as normal

* updated server access UI
– added support for commands that require player & string, player & team or an integer parameter.
– added new commands – resurrect, toplayarea & setteam
* updated server access command list in DefaultServerManagement.ini
* updated WBP_TerroristHunt_BriefingRoom to list prepped without insertion point
and non-prepped with insertion point as players we are waiting for.
* removed debug trace line from BP_Explosion_MK13_Stun

* Adjusted Depot TH insertion points
– Radio Tower and River Bend slid down river bank a bit so AI doesn’t kill everyone upon spawning
* Added new weapon – P250 pistol
– Because we had the model 🙂

* replaced timer used for living player check to a count down decremented by round manager timer.
* removed use owner relevancy check from BP_BriefingRoomDisplay_ReplicationProxy.
* simplified logic behind the “Begin” button for WBP_TerroristHunt_BrefiingRoom.
* updated WBP_TeeamElimination_BriefingRoom to match changes in WBP_TerroristHunt_BriefingRoom.